转眼又期末了,朋友的作业就是用JS的canves实现打砖块小游戏,但是她作业蛮多的,有点忙不过来,所以就让我帮帮敲了这东西!!!
for(var i=0;i<10;i++)
{
for(var j=0;j<grade;j++)
{
if(brick[i][j]==1)
{
var brick_x=brick_margin+i*(brick_margin+brick_width);
var brick_y=brick_margin+(j+1)*(brick_margin+brick_width);
switch(j%3)
{
case 0:
viwe.fillStyle="chocolate";
viwe.fillRect(brick_x,brick_y,brick_width,brick_width);
break;
case 1:
viwe.fillStyle="cornflowerblue";
viwe.fillRect(brick_x,brick_y,brick_width,brick_width);
break;
case 2:
viwe.fillStyle="darkorange";
viwe.fillRect(brick_x,brick_y,brick_width,brick_width);
break;
}
}
}
}
为了让砖块看起来不同,我们给每排砖不同的颜色!!!
这里主要用到了canves的画矩形的方法fillRect(x,y,width,height);
这里x和y是砖块的左上角的坐标,width和height是画的矩形的宽和高。
viwe.fillStyle="#FF8C00";
viwe.fillRect(wood_x,height-brick_margin-brick_width/2,2*brick_width,brick_width/2);
挡板的画法和砖块的相同,就是它们的坐标不同罢了。
viwe.fillStyle="chocolate";
viwe.beginPath();
viwe.arc(x,y,brick_margin,0,Math.PI*2,false);
viwe.fill();
viwe.closePath();
画圆形和画矩形差不多,它用的是arc(x,y,r,0,2PI,false)方法.
x和y是画的圆的圆心坐标,r是画的圆的半径,第四和第五个参数一般都填0和2PI,他们是圆开始画的角度和结束时的角度,左后一个参数是表示是否逆时针画,如果是就填true,否则填false。
for(var i=0;i<10;i++)
{
for(var j=0;j<grade;j++)
{
if(brick[i][j]==1)
{
var x1=i*(brick_margin+brick_width);
var y1=(j+1)*(brick_margin+brick_width);
var x2=(i+1)*(brick_width+brick_margin)+brick_margin;
var y2=(j+2)*(brick_margin+brick_width)+brick_margin;
//与砖块的四条边之一相碰
if(ball_x>=x1+brick_margin&&ball_x<=x2-brick_margin&&ball_y>=y2-brick_margin&&ball_y<=y2)//与砖块底边相碰
{
brick[i][j]=0;
sorce++;
ball_vy=-ball_vy;
continue;
}
if(ball_x<=x1+brick_margin&&ball_x>=x1&&ball_y<=y2-brick_margin&&ball_y>=y1+brick_margin)//与砖块的左边相碰
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
continue;
}
if(ball_x>=x1+brick_margin&&ball_x<=x2-brick_margin&&ball_y<=y1+brick_margin&&ball_y>=y1)//与砖块的上边相碰
{
brick[i][j]=0;
sorce++;
ball_vy=-ball_vy;
continue;
}
if(ball_x>=x2-brick_margin&&ball_x<=x2&&ball_y<=y2-brick_margin&&ball_y>=y1+brick_margin)//与砖块的右边相碰
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
continue;
}
//与砖块的四个角的顶点相碰
if(ball_x>=x1&&ball_x<=x1+brick_margin&&ball_y<=y2&&ball_y>=y2-brick_margin&&Math.sqrt(Math.pow(ball_x-(x1+brick_margin),2)+Math.pow(ball_y-(y2-brick_margin),2))<=brick_margin)//左下角
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
ball_vy=-ball_vy;
continue;
}
if(ball_x>=x1&&ball_x<=x1+brick_margin&&ball_y>=y1&&ball_y<=y1+brick_margin&&Math.sqrt(Math.pow(ball_x-(x1+brick_margin),2)+Math.pow(ball_y-(y1+brick_margin),2))<=brick_margin)//左上角
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
ball_vy=-ball_vy;
continue;
}
if(ball_x<=x2&&ball_x>=x2-brick_margin&&ball_y>=y1&&ball_y<=y1+brick_margin&&Math.sqrt(Math.pow(ball_x-(x2-brick_margin),2)+Math.pow(ball_y-(y1+brick_margin),2))<=brick_margin)//右上角
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
ball_vy=-ball_vy;
continue;
}
if(ball_x<=x2&&ball_x>=x2-brick_margin&&ball_y<=y2&&ball_y>=y2-brick_margin&&Math.sqrt(Math.pow(ball_x-(x2-brick_margin),2)+Math.pow(ball_y-(y2-brick_margin),2))<=brick_margin)//右下角
{
brick[i][j]=0;
sorce++;
ball_vx=-ball_vx;
ball_vy=-ball_vy;
continue;
}
}
}
}
为了更加的模拟现实,我们让小球和边碰和与角碰出现不同的情况,与边碰的话,小球只改变一个方向的速度,但是如果和角碰的话,那么x方向和y方向的速度都会改变。
还有一些事件处理,所有的源代码都在这里:打砖块小游戏.zip